Previously on Reclaiming Orathos
For the first time in eighty years, the southern hill is silent. Valmora's Dispel Magic held — the screaming drake skeleton, the nameless limbless wyrm that's robbed Ponterford of sleep for a generation, stays in the dirt all night long. The sheriff's town-drunk brother sleeps. The grieving druid next door sleeps. Everybody sleeps.
So you settle in. The old Falconer house is yours for a fortnight, and the downtime clock starts ticking. Lash's new Goodberry wand becomes the party's daily bread — zero-suffering breakfast cookies for everyone, salamander included. Silithane fires off a Sending to his Gwyndinas handler, expecting word back any day. And the big dreams come out: Lash sketches out masterwork upgrades for everyone's signature gear, while the table keeps spinning up plans for a settlement of your own — laws, fair wages, a steward, magical servants.
But Valmora won't call it solved yet. Several more nights she watches those quiet bones — because tomorrow, she means to Speak with the Dead, and finally ask the wyrm how it fell.
SUMMARY: A silent night confirms the drake skeleton is dead, the party banks two weeks of downtime in Ponterford, and Valmora prepares to interrogate the wyrm's corpse.